Difference between revisions of "Recently Updated Roguelikes/archive"
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Back to [[Recently Updated Roguelikes]]. | Back to [[Recently Updated Roguelikes]]. | ||
= 2010 and later = | |||
{| border="0" style="border: 1px solid #999; background-color:#FFFFFF" | {| border="0" style="border: 1px solid #999; background-color:#FFFFFF" | ||
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| style="float:left" | [[100 Rogues]] [http://www.100rogues.com/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | May 6 2010 || align="right" | || align="left" | || align="left" | | | style="float:left" | [[100 Rogues]] [http://www.100rogues.com/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | May 6 2010 || align="right" | || align="left" | || align="left" | | ||
|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[AliensRL]] [http://alien.chaosforge.org/] || style="float:right" | {{7DRL}} || align="left" | Sci-fi || align="right" | Jun 3 2010 || align="right" | 0.8 || align="left" | || align="left" | [[Free Pascal]] | | style="float:left" | [[AliensRL]] [http://alien.chaosforge.org/] || style="float:right" | {{7DRL}} || align="left" | Sci-fi || align="right" | Jun 3 2010 || align="right" | 0.8 || align="left" | || align="left" | [[Free Pascal]] | ||
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| style="float:left" | [[Brogue]] [http://sites.google.com/site/broguegame/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Jul 2 2014 || align="right" | 1.7.4 || align="left" | Rogue || align="left" | [[C]] | | style="float:left" | [[Brogue]] [http://sites.google.com/site/broguegame/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Jul 2 2014 || align="right" | 1.7.4 || align="left" | Rogue || align="left" | [[C]] | ||
|- | |- | ||
| style="float:left" | [[Crossfire]] [http://crossfire.real-time.com/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Apr 26 2010 || align="right" | 1.50.0 || align="left" | || align="left" | [[C]] | | style="float:left" | [[Crossfire]] [http://crossfire.real-time.com/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Apr 26 2010 || align="right" | 1.50.0 || align="left" | || align="left" | [[C]] | ||
|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[crashRun]] [http://crashrun.org/] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Mar 23 2010 || align="right" | 0.4.1 || align="left" | || align="left" | [[Python]],[[SDL]] | | style="float:left" | [[crashRun]] [http://crashrun.org/] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Mar 23 2010 || align="right" | 0.4.1 || align="left" | || align="left" | [[Python]],[[SDL]] | ||
|- | |- | ||
| style="float:left" | [[Dance of Death]] [http://www.nolithius.com/dod] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Sep 19 2010 || align="right" | 0.6.136 || align="left" | || align="left" | [[ActionScript 3]] | | style="float:left" | [[Dance of Death]] [http://www.nolithius.com/dod] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Sep 19 2010 || align="right" | 0.6.136 || align="left" | || align="left" | [[ActionScript 3]] | ||
|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[Deliantra]] [http://www.deliantra.net/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | May 31 2010 || align="right" | 3.0 || align="left" | || align="left" | [[Cpp|C++]] and [[Perl]] | | style="float:left" | [[Deliantra]] [http://www.deliantra.net/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | May 31 2010 || align="right" | 3.0 || align="left" | || align="left" | [[Cpp|C++]] and [[Perl]] | ||
|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[DoomRL]] [http://doom.chaosforge.org/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Mar 19 2013 || align="right" | 0.9.9.7 || align="left" | || align="left" | [[Free Pascal]],[[SDL]] | | style="float:left" | [[DoomRL]] [http://doom.chaosforge.org/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Mar 19 2013 || align="right" | 0.9.9.7 || align="left" | || align="left" | [[Free Pascal]],[[SDL]] | ||
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|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[Dweller]] [http://roguebasin.roguelikedevelopment.org/index.php?title=Dweller] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Apr 30 2010 || align="right" | 0.15.0 || align="left" | || align="left" | [[Java|J2ME]] | | style="float:left" | [[Dweller]] [http://roguebasin.roguelikedevelopment.org/index.php?title=Dweller] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Apr 30 2010 || align="right" | 0.15.0 || align="left" | || align="left" | [[Java|J2ME]] | ||
|- | |- | ||
| style="float:left" | [[Elona]] [http://homepage3.nifty.com/rfish/index_e.html] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | May 8 2010 || align="right" | 1.22(beta) || align="left" | || align="left" | | | style="float:left" | [[Elona]] [http://homepage3.nifty.com/rfish/index_e.html] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | May 8 2010 || align="right" | 1.22(beta) || align="left" | || align="left" | | ||
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|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[Gumband]] [http://angband.oook.cz/gumband/] || style="float:right" | {{stable}} || align="left" | Fant./Eternal champ. || align="right" | Jan 20 2010 || align="right" | 2.3.2 || align="left" | || align="left" | [[C]] | | style="float:left" | [[Gumband]] [http://angband.oook.cz/gumband/] || style="float:right" | {{stable}} || align="left" | Fant./Eternal champ. || align="right" | Jan 20 2010 || align="right" | 2.3.2 || align="left" | || align="left" | [[C]] | ||
|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[Ighalsk]] [https://sourceforge.net/projects/ighalsk/] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Jul 31, 2012 || align="right" | 0.1.16 || align="left" | || align="left" | [[Python]] | | style="float:left" | [[Ighalsk]] [https://sourceforge.net/projects/ighalsk/] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Jul 31, 2012 || align="right" | 0.1.16 || align="left" | || align="left" | [[Python]] | ||
|- | |- | ||
| style="float:left" | [[Incursion]]: Halls of the Goblin King [http://www.incursion-roguelike.net/] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | Jan 21 2010 || align="right" | 0.6.9I || align="left" | || align="left" | [[Cpp | C++]] | | style="float:left" | [[Incursion]]: Halls of the Goblin King [http://www.incursion-roguelike.net/] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | Jan 21 2010 || align="right" | 0.6.9I || align="left" | || align="left" | [[Cpp | C++]] | ||
|- | |- | ||
| style="float:left" | [[LambdaRogue]] [http://lambdarogue.net] || style="float:right" | {{stable}} || align="left" | Fantasy/Sci-fi || align="right" | Jan 2 2011 || align="right" | 1.6 || align="left" | || align="left" | [[Free Pascal]],[[SDL]] | | style="float:left" | [[LambdaRogue]] [http://lambdarogue.net] || style="float:right" | {{stable}} || align="left" | Fantasy/Sci-fi || align="right" | Jan 2 2011 || align="right" | 1.6 || align="left" | || align="left" | [[Free Pascal]],[[SDL]] | ||
|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[Mage Guild]] [http://glistenimages.com/Lukos/lukosHome.htm] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Feb 22 2010 || align="right" | 1.9.6 || align="left" | || align="left" | | | style="float:left" | [[Mage Guild]] [http://glistenimages.com/Lukos/lukosHome.htm] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Feb 22 2010 || align="right" | 1.9.6 || align="left" | || align="left" | | ||
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|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[Mines of Elderlore]] [http://sourceforge.net/project/showfiles.php?group_id=184938&package_id=263211] || style="float:right" | {{beta}} || align="left" | Fantasy,7 || align="right" | Feb 2 2010 || align="right" | 1.1.20100228 || align="left" | || align="left" | [[Python]] | | style="float:left" | [[Mines of Elderlore]] [http://sourceforge.net/project/showfiles.php?group_id=184938&package_id=263211] || style="float:right" | {{beta}} || align="left" | Fantasy,7 || align="right" | Feb 2 2010 || align="right" | 1.1.20100228 || align="left" | || align="left" | [[Python]] | ||
|- | |- | ||
| style="float:left" | [[Neon]] [http://sourceforge.net/project/showfiles.php?group_id=204074] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Jun 3 2010 || align="right" | 0.3.1 || align="left" | || align="left" | [[Java]] | | style="float:left" | [[Neon]] [http://sourceforge.net/project/showfiles.php?group_id=204074] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Jun 3 2010 || align="right" | 0.3.1 || align="left" | || align="left" | [[Java]] | ||
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| style="float:left" | [[Netzhack]] [http://www.netzhack.de/] || style="float:right" | {{beta}} || align="left" | Fantasy,H || align="right" | Feb 16 2010 || align="right" | 0.2.1 || align="left" | Nethack || align="left" | [[C]] | | style="float:left" | [[Netzhack]] [http://www.netzhack.de/] || style="float:right" | {{beta}} || align="left" | Fantasy,H || align="right" | Feb 16 2010 || align="right" | 0.2.1 || align="left" | Nethack || align="left" | [[C]] | ||
|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[No Pet Peeves Angband]] (NPPAngband) [http://www.assembla.com/wiki/show/NPPAngband] || style="float:right" | {{beta}} || align="left" | Fantasy,A || align="right" | Mar 1 2010 || align="right" | 0.5.0 || align="left" | || align="left" | [[C]] | | style="float:left" | [[No Pet Peeves Angband]] (NPPAngband) [http://www.assembla.com/wiki/show/NPPAngband] || style="float:right" | {{beta}} || align="left" | Fantasy,A || align="right" | Mar 1 2010 || align="right" | 0.5.0 || align="left" | || align="left" | [[C]] | ||
|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[Omega]] (for Windows) [http://freespace.virgin.net/davidk.kinder/omega.html] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Feb 20 2010 || align="right" | || align="left" | Omega 0.90.4 || align="left" | [[C]] | | style="float:left" | [[Omega]] (for Windows) [http://freespace.virgin.net/davidk.kinder/omega.html] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Feb 20 2010 || align="right" | || align="left" | Omega 0.90.4 || align="left" | [[C]] | ||
|- | |- | ||
| style="float:left" | [[Portralis]] [http://variaz.proboards3.com/] || style="float:right" | {{beta}} || align="left" | Fantasy,A || align="right" | Jan 3 2010 || align="right" | 0.4.001.1 || align="left" | NewAngband 1.7.1 || align="left" | [[C]] | | style="float:left" | [[Portralis]] [http://variaz.proboards3.com/] || style="float:right" | {{beta}} || align="left" | Fantasy,A || align="right" | Jan 3 2010 || align="right" | 0.4.001.1 || align="left" | NewAngband 1.7.1 || align="left" | [[C]] | ||
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|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[Rayel]] [http://anfeir.ter12.ru/rayel.htm] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | Apr 28 2010 || align="right" | 0.1.8 || align="left" | || align="left" | [[Cpp | C++]] | | style="float:left" | [[Rayel]] [http://anfeir.ter12.ru/rayel.htm] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | Apr 28 2010 || align="right" | 0.1.8 || align="left" | || align="left" | [[Cpp | C++]] | ||
|- | |- | ||
| style="float:left" | [[Squirm]] [http://code.google.com/p/squirm/] || style="float:right" | {{alpha}} || align="left" | || align="right" | Apr 21 2010 || align="right" | a.03 || align="left" | || align="left" | [[Python]],[[Pygame]] | | style="float:left" | [[Squirm]] [http://code.google.com/p/squirm/] || style="float:right" | {{alpha}} || align="left" | || align="right" | Apr 21 2010 || align="right" | a.03 || align="left" | || align="left" | [[Python]],[[Pygame]] | ||
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|- | |- | ||
| style="float:left" | [[The Slimy Lichmummy | Slimy Lichmummy, The]] (TSI) [http://www.eagle.y.se/~ru/roguelike.php] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | Mar 10 2010 || align="right" | 0.15 || align="left" | || align="left" | [[C]] | | style="float:left" | [[The Slimy Lichmummy | Slimy Lichmummy, The]] (TSI) [http://www.eagle.y.se/~ru/roguelike.php] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | Mar 10 2010 || align="right" | 0.15 || align="left" | || align="left" | [[C]] | ||
|- | |- | ||
| style="float:left" | [[SporkHack]] [http://sporkhack.nineball.org/] || style="float:right" | {{beta}} || align="left" | Fantasy,H || align="right" | May 2 2010 || align="right" | 0.6.3 || align="left" | Nethack 3.4.3 || align="left" | [[C]] | | style="float:left" | [[SporkHack]] [http://sporkhack.nineball.org/] || style="float:right" | {{beta}} || align="left" | Fantasy,H || align="right" | May 2 2010 || align="right" | 0.6.3 || align="left" | Nethack 3.4.3 || align="left" | [[C]] | ||
|- | |- | ||
| style="float:left" | [[The Test of Inn|Test of Inn, The]] [http://users.auth.gr/ekchatzi/Release.zip] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | May 8 2010 || align="right" | 0.1.5 || align="left" | || align="left" | [[C]] | | style="float:left" | [[The Test of Inn|Test of Inn, The]] [http://users.auth.gr/ekchatzi/Release.zip] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | May 8 2010 || align="right" | 0.1.5 || align="left" | || align="left" | [[C]] | ||
|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[Tales of Middle Earth]] (ToME) [http://tome.te4.org/] || style="float:right" | {{stable}}{{beta}} || align="left" | Fantasy,A || align="right" | May 11 2010 || align="right" | 4.0.0beta1 || align="left" | Zangband 2.2.0 || align="left" | [[C]],[[Lua]],[[OpenGL]] | | style="float:left" | [[Tales of Middle Earth]] (ToME) [http://tome.te4.org/] || style="float:right" | {{stable}}{{beta}} || align="left" | Fantasy,A || align="right" | May 11 2010 || align="right" | 4.0.0beta1 || align="left" | Zangband 2.2.0 || align="left" | [[C]],[[Lua]],[[OpenGL]] | ||
|- | |- | ||
| style="float:left" | [[Tyrant]] [https://sourceforge.net/projects/tyrant/] || style="float:right" | {{stable}}{{alpha}} || align="left" | Fantasy || align="right" | Apr 22 2013 || align="right" | 0.334 || align="left" | || align="left" | [[Java]] | | style="float:left" | [[Tyrant]] [https://sourceforge.net/projects/tyrant/] || style="float:right" | {{stable}}{{alpha}} || align="left" | Fantasy || align="right" | Apr 22 2013 || align="right" | 0.334 || align="left" | || align="left" | [[Java]] | ||
|- | |- | ||
| style="float:left" | [[TwilightMMORL]] [http://twilightmmorl.wordpress.com/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Apr 24 2010 || align="right" | || align="left" | || align="left" | [[C]] | | style="float:left" | [[TwilightMMORL]] [http://twilightmmorl.wordpress.com/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Apr 24 2010 || align="right" | || align="left" | || align="left" | [[C]] | ||
|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[Underhall]] [http://sites.google.com/site/nosoftwares/] || style="float:right" | {{7DRL}} || align="left" | Fantasy,7 || align="right" | Apr 23 2010 || align="right" | 1.2 || align="left" | || align="left" | [[Cpp|C++]] | | style="float:left" | [[Underhall]] [http://sites.google.com/site/nosoftwares/] || style="float:right" | {{7DRL}} || align="left" | Fantasy,7 || align="right" | Apr 23 2010 || align="right" | 1.2 || align="left" | || align="left" | [[Cpp|C++]] | ||
|- | |||
| style="float:left" | [[WebRaid]] [http://webraid.freehosting.net/index.html] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Apr 23 2010 || align="right" | || align="left" | || align="left" | [[Java]] | |||
|- bgcolor="#efefef" | |||
| style="float:left" | [[Wizard's Quest]] [http://wq.rlgclub.ru/index_eng.html] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | May 5 2010 || align="right" | || align="left" | || align="left" | | |||
|} | |||
= 2009 and earlier = | |||
{| border="0" style="border: 1px solid #999; background-color:#FFFFFF" | |||
|- align="center" bgcolor="#CCCCCC" | |||
! Name !! Type !! Last update !! Last version !! Based on !! Language | |||
|- bgcolor="#efefef" | |||
| style="float:left" | [[3069]] [http://sites.google.com/site/free3069/] || style="float:right" | {{stable}} || align="left" | Sci-fi || align="right" | Oct 6 2009 || align="right" | 3D.4 || align="left" | || align="left" | [[Visual Basic]] | |||
|- | |||
| style="float:left" | [[Agduria]] [http://koti.mbnet.fi/paulkp/agduria/index.htm] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Jun 18 2009 || align="right" | 0.609e || align="left" | || align="left" | [[Cpp|C++]],[[SDL]] | |||
|- bgcolor="#efefef" | |||
| style="float:left" | [[Caverns of Xaskazien]] [http://www.codedread.com/games.php#COX] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Jun 2 2009 || align="right" | 4.02 || align="left" | || align="left" | [[C]],[[SDL]] | |||
|- bgcolor="#efefef" | |||
| style="float:left" | [[DaJAngband]] [http://www.geocities.com/will_asher/MonsterDictionary/DaJAngbandmain.htm] || style="float:right" | {{stable}} || align="left" | Fantasy,A || align="right" | Jun 3 2009|| align="right" | 1.0.98B || align="left" | || align="left" | [[C]] | |||
|- | |||
| style="float:left" | [[Dimension Dungeon]] [http://archiotech.wikidot.com/dimensiondungeon] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Sep 06 2009 || align="right" | 0.6 || align="left" | || align="left" | [[Java]] | |||
|- bgcolor="#efefef" | |||
| style="float:left" | [[Egoboo]] [http://egoboo.sourceforge.net/] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | Jul 19 2009 || align="right" | 2.7.4 || align="left" | || align="left" | [[C]] | |||
|- | |||
| style="float:left" | [[HamQuest]] [http://www.playdeez.com/hamquest.html] || style="float:right" | {{beta}} || align="left" | || align="right" | July 26 2009 || align="right" | 1.0.0.7 || align="left" | || align="left" | | |||
|- bgcolor="#efefef" | |||
| style="float:left" | [[Kharne]] [http://kharne-rl.blogspot.com/] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Jul 27 2009 || align="right" | 0.03a || align="left" | || align="left" | [[Delphi]] | |||
|- bgcolor="#efefef" | |||
| style="float:left" | [[Legerdemain]] [http://roguelikefiction.com/] || style="float:right" | {{stable}} || align="left" | Fantasy || align="right" | Sep 28 2009 || align="right" | 1.0.2 || align="left" | || align="left" | [[Java]] | |||
|- | |||
| style="float:left" | [[Lords of DarkHall]] [http://lordsofdarkhall.weebly.com/index.html] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | Oct 1 2009 || align="right" | 1.3.31 || align="left" | || align="left" | [[Visual Basic]] 6 | |||
|- | |||
| style="float:left" | [[MnemonicRL]] || style="float:right" | {{alpha}} || align="left" | Steampunk,Surreal|| align="right" | Jun 21 2009 || align="right" | alpha || align="left" | || align="left" | [[Perl]] | |||
|- bgcolor="#efefef" | |||
| style="float:left" | [[Nazghul]]/Haxima [http://myweb.cableone.net/gmcnutt/nazghul.html] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | Oct 16 2009 || align="right" | 0.7.0 || align="left" | || align="left" | | |||
|- | |||
| style="float:left" | [[O.R.E.]] [http://sourceforge.net/projects/gore/] || style="float:right" | {{beta}} || align="left" | || align="right" | Jul 9 2009 || align="right" | 0.1.0 || align="left" | || align="left" | | |||
|- | |||
| style="float:left" | [[Sane Roguelike]] [http://mouseproducedgames.com/] || style="float:right" | {{alpha}} || align="left" | || align="right" | Jul 21 2009 || align="right" | alpha 2 || align="left" | || align="left" | [[.NET Framework 3.5 | .Net]] | |||
|- bgcolor="#efefef" | |||
| style="float:left" | [[Spelunky]] [http://forums.tigsource.com/index.php?topic=4017.0] || style="float:right" | {{beta}} || align="left" | Hist./Fantasy || align="right" | Jun 20 2009 || align="right" | 0.99.9B || align="left" | || align="left" | | |||
|- bgcolor="#efefef" | |||
| style="float:left" | [[The Tombs of Asciiroth | Tombs of Asciiroth, The]] [http://icculus.org/asciiroth/] || style="float:right" | {{beta}} || align="left" | Fantasy || align="right" | Jul 24 2009 || align="right" | 0.7 || align="left" | || align="left" | [[Javascript]] | |||
|- | |||
| style="float:left" | [[Tomb of the Aztecs]] [http://www.coldcity.com/] || style="float:right" | {{7DRL}} || align="left" | Fantasy,7 || align="right" | Jun 8 2009 || align="right" | || align="left" | || align="left" | | |||
|- bgcolor="#efefef" | |||
| style="float:left" | [[Tzar]] [http://sourceforge.net/projects/tzar/] || style="float:right" | {{alpha}} || align="left" | Zombie || align="right" | Jun 19 2009 || align="right" | 0.2.0 || align="left" | || align="left" | [[Cpp | C++]] | |||
|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[Unnamed Angband]] (UnAngband) [http://developer.berlios.de/projects/unangband/] || style="float:right" | {{stable}} || align="left" | Fantasy,A || align="right" | Jun 21 2009 || align="right" | 0.6.3a || align="left" | || align="left" | [[C]] | | style="float:left" | [[Unnamed Angband]] (UnAngband) [http://developer.berlios.de/projects/unangband/] || style="float:right" | {{stable}} || align="left" | Fantasy,A || align="right" | Jun 21 2009 || align="right" | 0.6.3a || align="left" | || align="left" | [[C]] | ||
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|- bgcolor="#efefef" | |- bgcolor="#efefef" | ||
| style="float:left" | [[Wayfarer]] [http://benhem.com/games/wayfarer] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Oct 13 2009 || align="right" | 0.3a || align="left" | || align="left" | Processing ([[Java]]) | | style="float:left" | [[Wayfarer]] [http://benhem.com/games/wayfarer] || style="float:right" | {{alpha}} || align="left" | Fantasy || align="right" | Oct 13 2009 || align="right" | 0.3a || align="left" | || align="left" | Processing ([[Java]]) | ||
|- | |- | ||
| style="float:left" | [[When Zombies Attack!]] [http://wwflgames.com/zombies-attack/] || style="float:right" | {{alpha}} || align="left" | Horror/Zombie,7 || align="right" | Jun 14 2009 || align="right" | 0.3 || align="left" | || align="left" | [[Java]] | | style="float:left" | [[When Zombies Attack!]] [http://wwflgames.com/zombies-attack/] || style="float:right" | {{alpha}} || align="left" | Horror/Zombie,7 || align="right" | Jun 14 2009 || align="right" | 0.3 || align="left" | || align="left" | [[Java]] |
Revision as of 15:05, 21 October 2020
Back to Recently Updated Roguelikes.
2010 and later
Name | Type | Last update | Last version | Based on | Language | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100 Rogues [1] | stable | Fantasy | May 6 2010 | ||||||||||||||||||||||||
AliensRL [2] | 7DRL | Sci-fi | Jun 3 2010 | 0.8 | Free Pascal | ||||||||||||||||||||||
Aquarium Arena [3] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Underwater || align="right" | Oct 1 2016 || align="right" | 0.4 || align="left" | || align="left" | Python | ||||||||||||||||||||||||||
Arcan Myth RL [4] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | May 6 2010 || align="right" | 0.2 || align="left" | || align="left" | D,Tango | ||||||||||||||||||||||||||
Brogue [5] | stable | Fantasy | Jul 2 2014 | 1.7.4 | Rogue | C | |||||||||||||||||||||
Crossfire [6] | stable | Fantasy | Apr 26 2010 | 1.50.0 | C | ||||||||||||||||||||||
crashRun [7] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Mar 23 2010 || align="right" | 0.4.1 || align="left" | || align="left" | Python,SDL | ||||||||||||||||||||||||||
Dance of Death [8] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Sep 19 2010 || align="right" | 0.6.136 || align="left" | || align="left" | ActionScript 3 | ||||||||||||||||||||||||||
Deliantra [9] | stable | Fantasy | May 31 2010 | 3.0 | C++ and Perl | ||||||||||||||||||||||
DoomRL [10] | stable | Fantasy | Mar 19 2013 | 0.9.9.7 | Free Pascal,SDL | ||||||||||||||||||||||
Dungeonmans [11] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | May 10 2010 || align="right" | alpha 4 || align="left" | || align="left" | | ||||||||||||||||||||||||||
Dweller [12] | stable | Fantasy | Apr 30 2010 | 0.15.0 | J2ME | ||||||||||||||||||||||
Elona [13] | βeta | Fantasy | May 8 2010 | 1.22(beta) | |||||||||||||||||||||||
Featurecreeper [14] | βeta | Fantasy | Apr 19 2010 | 0.1 | Madness | C,libtcod | |||||||||||||||||||||
First Age Angband (FAAngband) [15] | βeta | Fantasy,A | Mar 7 2010 | 1.1.0 | Oangband 0.7.0 | C | |||||||||||||||||||||
Frozen Depths [16] | stable | Fantasy | Aug 30 2010 | 1.04 | C++ | ||||||||||||||||||||||
GearHead2 [17] | βeta | Sci-fi | Apr 26 2010 | 0.625 | Free Pascal | ||||||||||||||||||||||
Gumband [18] | stable | Fant./Eternal champ. | Jan 20 2010 | 2.3.2 | C | ||||||||||||||||||||||
Ighalsk [19] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Jul 31, 2012 || align="right" | 0.1.16 || align="left" | || align="left" | Python | ||||||||||||||||||||||||||
Incursion: Halls of the Goblin King [20] | βeta | Fantasy | Jan 21 2010 | 0.6.9I | C++ | ||||||||||||||||||||||
LambdaRogue [21] | stable | Fantasy/Sci-fi | Jan 2 2011 | 1.6 | Free Pascal,SDL | ||||||||||||||||||||||
Mage Guild [22] | stable | Fantasy | Feb 22 2010 | 1.9.6 | |||||||||||||||||||||||
Middlecrest [23] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Aug 15 2011 || align="right" | 0.1.87 || align="left" | || align="left" | C, C++, Lua | ||||||||||||||||||||||||||
Mines of Elderlore [24] | βeta | Fantasy,7 | Feb 2 2010 | 1.1.20100228 | Python | ||||||||||||||||||||||
Neon [25] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Jun 3 2010 || align="right" | 0.3.1 || align="left" | || align="left" | Java | ||||||||||||||||||||||||||
Netzhack [26] | βeta | Fantasy,H | Feb 16 2010 | 0.2.1 | Nethack | C | |||||||||||||||||||||
No Pet Peeves Angband (NPPAngband) [27] | βeta | Fantasy,A | Mar 1 2010 | 0.5.0 | C | ||||||||||||||||||||||
Omega (for Windows) [28] | stable | Fantasy | Feb 20 2010 | Omega 0.90.4 | C | ||||||||||||||||||||||
Portralis [29] | βeta | Fantasy,A | Jan 3 2010 | 0.4.001.1 | NewAngband 1.7.1 | C | |||||||||||||||||||||
POWDER [30] | stable | Fantasy | Apr 14 2010 | 113 | C++ | ||||||||||||||||||||||
Privateer: Ascii Sector [31] | βeta | Sci-fi | Apr 25 2010 | 0.5.3.3 | |||||||||||||||||||||||
Prospector [32] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Sci-fi || align="right" | Jun 4 2010 || align="right" | 0.1.12a || align="left" | || align="left" | | ||||||||||||||||||||||||||
Rayel [33] | βeta | Fantasy | Apr 28 2010 | 0.1.8 | C++ | ||||||||||||||||||||||
Squirm [34] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | || align="right" | Apr 21 2010 || align="right" | a.03 || align="left" | || align="left" | Python,Pygame | ||||||||||||||||||||||||||
SewerJacks [35] | 7DRL | Fantasy,7 | Feb 20 2010 | 0.8.8 | C++,OpenGL,SDL | ||||||||||||||||||||||
Slimy Lichmummy, The (TSI) [36] | βeta | Fantasy | Mar 10 2010 | 0.15 | C | ||||||||||||||||||||||
SporkHack [37] | βeta | Fantasy,H | May 2 2010 | 0.6.3 | Nethack 3.4.3 | C | |||||||||||||||||||||
Test of Inn, The [38] | βeta | Fantasy | May 8 2010 | 0.1.5 | C | ||||||||||||||||||||||
Tales of Middle Earth (ToME) [39] | stableβeta | Fantasy,A | May 11 2010 | 4.0.0beta1 | Zangband 2.2.0 | C,Lua,OpenGL | |||||||||||||||||||||
Tyrant [40] | stable```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Apr 22 2013 || align="right" | 0.334 || align="left" | || align="left" | Java | ||||||||||||||||||||||||||
TwilightMMORL [41] | stable | Fantasy | Apr 24 2010 | C | |||||||||||||||||||||||
Underhall [42] | 7DRL | Fantasy,7 | Apr 23 2010 | 1.2 | C++ | ||||||||||||||||||||||
WebRaid [43] | stable | Fantasy | Apr 23 2010 | Java | |||||||||||||||||||||||
Wizard's Quest [44] | βeta | Fantasy | May 5 2010 |
2009 and earlier
Name | Type | Last update | Last version | Based on | Language | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3069 [45] | stable | Sci-fi | Oct 6 2009 | 3D.4 | Visual Basic | ||||||||||||||||||||||
Agduria [46] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Jun 18 2009 || align="right" | 0.609e || align="left" | || align="left" | C++,SDL | ||||||||||||||||||||||||||
Caverns of Xaskazien [47] | stable | Fantasy | Jun 2 2009 | 4.02 | C,SDL | ||||||||||||||||||||||
DaJAngband [48] | stable | Fantasy,A | Jun 3 2009 | 1.0.98B | C | ||||||||||||||||||||||
Dimension Dungeon [49] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Sep 06 2009 || align="right" | 0.6 || align="left" | || align="left" | Java | ||||||||||||||||||||||||||
Egoboo [50] | βeta | Fantasy | Jul 19 2009 | 2.7.4 | C | ||||||||||||||||||||||
HamQuest [51] | βeta | July 26 2009 | 1.0.0.7 | ||||||||||||||||||||||||
Kharne [52] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Jul 27 2009 || align="right" | 0.03a || align="left" | || align="left" | Delphi | ||||||||||||||||||||||||||
Legerdemain [53] | stable | Fantasy | Sep 28 2009 | 1.0.2 | Java | ||||||||||||||||||||||
Lords of DarkHall [54] | βeta | Fantasy | Oct 1 2009 | 1.3.31 | Visual Basic 6 | ||||||||||||||||||||||
MnemonicRL | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Steampunk,Surreal|| align="right" | Jun 21 2009 || align="right" | alpha || align="left" | || align="left" | Perl | ||||||||||||||||||||||||||
Nazghul/Haxima [55] | βeta | Fantasy | Oct 16 2009 | 0.7.0 | |||||||||||||||||||||||
O.R.E. [56] | βeta | Jul 9 2009 | 0.1.0 | ||||||||||||||||||||||||
Sane Roguelike [57] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | || align="right" | Jul 21 2009 || align="right" | alpha 2 || align="left" | || align="left" | .Net | ||||||||||||||||||||||||||
Spelunky [58] | βeta | Hist./Fantasy | Jun 20 2009 | 0.99.9B | |||||||||||||||||||||||
Tombs of Asciiroth, The [59] | βeta | Fantasy | Jul 24 2009 | 0.7 | Javascript | ||||||||||||||||||||||
Tomb of the Aztecs [60] | 7DRL | Fantasy,7 | Jun 8 2009 | ||||||||||||||||||||||||
Tzar [61] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Zombie || align="right" | Jun 19 2009 || align="right" | 0.2.0 || align="left" | || align="left" | C++ | ||||||||||||||||||||||||||
Unnamed Angband (UnAngband) [62] | stable | Fantasy,A | Jun 21 2009 | 0.6.3a | C | ||||||||||||||||||||||
UnReal World [63] | stable | Hist./Fantasy | Dec 22 2009 | 3.12b | |||||||||||||||||||||||
URRogue [64] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Jul 24 2009 || align="right" | 0.0.9 || align="left" | || align="left" | | ||||||||||||||||||||||||||
Wayfarer [65] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | Oct 13 2009 || align="right" | 0.3a || align="left" | || align="left" | Processing (Java) | ||||||||||||||||||||||||||
When Zombies Attack! [66] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Horror/Zombie,7 || align="right" | Jun 14 2009 || align="right" | 0.3 || align="left" | || align="left" | Java |